Lazlo COS Pathfinder

Character Generation

Available races have been limited to only Core races. Gnomes are not allowed as a PC Race.

The Sorcerer class is not allowed, it has been merged with the Wizard.

All Core classes (except as noted with the Sorcerer) are allowed. Base Classes are only available as mentioned by name in this document.

Multi-class characters are allowed. Characters may have a max 2 level difference between the classes (EX: cleric 7 /paladin 5). This is to avoid “splashing” into another class for meta-gaming purposes.

Prestige Classes are allowed but require a solid RP / campaign reason for joining (it is not merely choosing the right skills and feats). Only one prestige class may be taken by any given character, choose wisely. Prestige class levels may never exceed the lowest level the character has in their Base / Core class (Example: Fighter 3 /Rogue 5 /Assassin 3).

Feel free to modify your character with traits, & archetypes found under the individual classes on www.d20pfsrd.com (DM approval before actual game play is required).

One archetype may be chosen per class.

Caster characters are either a divine caster, a Titan caster, or an Arcane caster, and once chosen may never cast spells from the other group. (The only campaign exception to this is the Dwarven Rune Caster, see below for details. See also the Bard class for additional notation.)

Traits: Pick 2 at character creation to help flesh out your background.

Starting Character points: 22
Table: Ability Score Costs

Score

Points

7

–4

8

–2

9

–1

10

0

11

1

12

2

13

3

14

5

15

7

16

10

17

13

18

17

(refer to PathFinder Core book–pg 16, also found HERE under "Generating Ability Scores)

Characters gain an additional stat point every even level, with feats every odd level. NOTE: Character base Stats may never be pushed higher than 18 + racial bonus without rare magical items, spells, or short term alchemical / drug buffs (such as Gloves of Ogre Power, or Cocaine for example).

Hit points: max HP at first level, following which roll twice (reroll any 1’s) and take the best result at each new level gain.

Bonus Spells from High Stats: All casting classes have two stats which drive their spell casting. Wizards are Cha & Int, Clerics / Druids are Wisdom / Cha. Bonus spells Cast per day are based off of the base stat (Int or Wis), but this does not add additional spells to the Matrix of castable spells. CHA is used to determine DC bonuses. Those are still limited by class and level. The number of bonus spells follow the same guidelines as per a Cleric with high Wisdom.

The alchemist is a new class for me as a DM, please share with me your thoughts on the class as a player and support with the class as a DM. The more trouble I have with the class in designing our adventures and administering the class features and abilities, the less likely it will remain allowed as a PC class.

As an NPC “class” the Alchemist is the most common form of “spell caster”. Low level alchemical items are thus more common than low level magic items.

Barbarians do not “loose control” while enraged the way they did under Classic D20. The word is “Barbarian” not “Beserker”. Think Conan.

An excellent deity of choice for this class is the warrior god Gorum. A solid alternate, if the character is a Dwarf, would be Angradd.

I also recommend the Armored Hulk Archetype as it makes the class MUCH more forgiving to have a D12 HP and still be able to wear heavy armor. Just sayin. .

Alternate Barbarian class progression: Barbarian Dervish Instead of the normal bonuses a Barbarian gets for Rage, you may instead opt for a Bonus to Dex / Con with an additional attack per round at full bab and a -2 to all attacks that round. This option makes for a good Drizzt Do’Urden style character.

The Bard has access to some divine magic, such as Cure Light Wounds. These spells are considered to be cast as an arcane bastardization of the spell and generally looked down upon by the church. As such these spells suffer a 1 dice size downgrade penalty (1d8 becomes 1d6), this healing is also not as good as true divine magic and tends to result in more scarring, etc and is more akin to accelerated natural healing than to the divine channeling practiced by Clerics and Priests. Bardic healing is a Healing Over Time effect, apply 1 dice per minute.

Arcane Duelist gets my vote for the best archetype for a “combat bard”, and thus most likely to fit well for the style & feel of our campaign as a whole.

Warning: Many of the core class abilities are very focused on mounted combat, however this is a style of gameplay which will see a VERY limited usage in our campaign. Consider this carefully before picking the Cavalier for your warrior class.

Clerics are required to Multi-class, multi-classing restrictions apply normally. Characters may have a max 2 level difference between the classes and one prestige class if they choose (EX: 7 cleric /5 paladin or 3 cleric / 5 Rogue / 3 Assassin). Archetypes may be chosen normally.

Clerics do not automatically convert spells to Curative healing magics.

Domains are gained two at 1st LvL, one at 4th LvL and an additional one at 7th (as this would be the campaign cap for a 7/6 multiclass)

Domain Spells are always considered memorized for the day as part of the clerics normal spell matrix as “free” slots

All forms of healing magic are now considered part of the Conjuring (Healing) Domain, thus resolving the issue of Necromantic Healing spells.

All healing spells are cast as healing over time at the rate of 1 Dice healed per minute

Divine Channeling healing is instantaneous

Automatically gain Knowledge: Religion at first level which levels with the character (free, requires no skill point investment). If attempting to use this skill to gather knowledge about arcane magics, all such attempts are made at a -4 penalty, and typically only general information will be revealed.

Healing Magic Cure X Wounds, Regeneration, etc only works on fresh wounds. Once the wound has already healed any lasting damage or maiming is permanent. Spells which remove conditions such as disease or blindness are targeted against the original DC which caused the effect as the DC for the counter spell. The cleric has a number of rounds equal to the level of the affected character to counter the effect, or it is considered permanent and must be treated normally with the Heal skill.

Healing Domain: Allows for the cast of all curative spells. Cure X Wounds are each permanently added to the Daily Matrix of the caster. Healing spells are now upgraded to being measured in rounds vs minutes. Cleric Cure X Wounds effects are applied once every other round.

Druids are considered to have a Summon Natures Ally I – VII as a permanent “Domain Spell” as per the Cleric.

Automatically gain Knowledge: Titan Religion at first level which levels with the character (free, requires no skill point investment). In addition to its normal aspects it functions as Knowledge: Arcana but only in regards to Druidic Spells (based off of Titan Religion and magic) and effects. If attempting to use this skill to gather knowledge about other forms of magics (divine and arcane), all such attempts are made at a -4 penalty, and typically only general information will be revealed.

Druids have notoriously long life spans as they actually age slower than normal for their race. At 4th level they need to be twice as old to advance to the next age category, at 7th 3x as old, at 10th 4x as old.

*Titan healing magic works a little different from Divine Healing. Instead of the Cure X wounds line of spells, they cast rejuvenates. Substitute D8s for D4s, divide the bonus by half, and have it take effect for three rounds.

NOTE: The fighter archetypes listed below add some interesting options for the class, however they also take away class abilities which are both powerful and flexible in order to gain abilities which are powerful but generally static in nature. Be sure to consider the options presented carefully ahead of time.

The knight class has been added as an additional base class to help balance against some of the holes in the Cavalier class (heavy dependency on mounted combat), and as a more specialized alternative to the fighter and non-spelling alternative to the paladin. These characters are featured heavily among the Knights of Ozem. Note that as an alternate base class it is not supported by the archetype options.

The Expert rider class feature may be instead taken as Shield Mastery with an additional Def/AC bonus at the same rate as Expert Rider (+1AC at 4th, +2AC at 8th, etc).

Paladins detect both Evil and Undead as a general / vague sense of unease which intensifies with the intensity of the aura in question (based upon HD/CR of the creature being studied). This ability also adds a +5 bonus to Sense Motive, but only against an active threat.

Priests are essentially a subset of the cleric class, and a core part of the religious structure in the campaign. Unlike most classes, priests are not allowed to multi-class. They are proficient with simple weapons and no armor. Priests may choose from Cleric Archetypes as long as it does not alter the overall theme of the class.

Domains are gained two at 1st LvL, one at 3rd LvL and an additional one every 3 levels thereafter

Divine Channeling (including Lay on Hands) is instantaneous, healing from spells is 1 dice per round for Priest, 1 dice every other round for Cleric / Druid (with the Healing domain), and 1 dice per 3 rounds for Paladins (with the Healing domain). For anyone without the Healing domain who is not a Priest it is 1 dice per minute.

Automatically gain Knowledge: Religion at first level which levels with the character (free, requires no skill point investment). If attempting to use this skill to gather knowledge about arcane magics, all such attempts are made at a -4 penalty, and typically only general information will be revealed.

Healing Domain: Allows for the cast of all curative spells. Cure X Wounds are each permanently added to the Daily Matrix of the caster. Healing spells are now upgraded to being measured in rounds vs minutes. Cleric Cure X Wounds effects are applied once every other round.

May use the Bushwhacking rules at short range. Far Shot extends this to medium range, and “Sniper” PRC / Feats will extend this out to long range.

May choice their favored terrain as a specific geographic region such as the kingdom in which they live. If you have spent 30 years in a specific area you have every right to declare bonuses for having intimate knowledge of that area, and this concept fits perfectly within the Ranger concept.

May choice a specific group (the Hellknights of Cheliax, the Warcasters of Thuul, etc) as a favored enemy.

Rangers add +3" MV to their speed every level.

Spell-less Ranger is an alternative class which is available as a PC class as written. I’ve reviewed it briefly and consider it an excellent addition to our campaign.

Weapon Proficiency: Rogues gain proficiency with the blade boot, sword cane, and switchblade knife, along with all their usual proficiencies.

Ambush (Ex): Starting at 3rd level, a rogue may designate one of her attacks during a surprise round as an ambush. If this attack hits and deals sneak attack damage, it deals an amount of extra precision damage equal to the rogue’s class level. This ability may be used at range with a standard action. As with all precision damage, this additional damage is not multiplied in the event of a critical hit.

A foe flanked in Melee by allies of the Rogue, is still considered flanked if attacked by a rogue regardless of positioning.

Rogues may flank & sneak attack at up to short range (minimum for short range is 30’).

Ranged sneak attack is always a standard action.

May use the Bushwhacking rules as per ranger.

If attacking with a small weapon or light weapon (such as a dagger, shuriken, rapier, hand crossbow, etc) the sneak attack dice is improved to d8

Survivalist is an excellent archetype option to allow for a “Scout” or “Ranger” feel. Instead Resist Elements the survivalist gains the Ranger class ability of Favored Terrain

NOTE: I have recently received some original material from an unpublished author which may find its way into the campaign as “core” material. This material focuses on each group (specialization) of Mages being uniquely built to reflect their specialization.

Automatically gain Knowledge: Arcana at first level which levels with the character (free, requires no skill point investment). When attempting to use this skill to gather knowledge about divine magics, all such attempts are made at a -4 penalty.

Prestige Classes

Require heavy Role Playing to qualify for. This is not simply a matter of Feats and Skills to attain and thus always require express DM permission. As such they do not exist in my campaign outside of this context.

Arcane Archer – The class restriction that requires at least one level of arcane spells has been modified. It is now “requires one level of spell casting”, so either Arcane or Divine casters (most commonly a Core Ranger) may qualify.